Factorio Runtime DocsVersion 2.0.20

ClassLuaTurretControlBehaviorextendsLuaGenericOnOffControlBehaviornew

Control behavior for turrets.

Members

set_priority_list :: RW boolean

true if the turret's target priority list will be determined from the signals on the circuit network.

true if the turret's target priority list will be determined from the signals on the circuit network.

set_ignore_unlisted_targets :: RW boolean

true if the turret will ignore targets not on its priority list if a circuit condition is met.

true if the turret will ignore targets not on its priority list if a circuit condition is met.

ignore_unlisted_targets_condition :: RW CircuitConditionDefinition

The condition under which the turret will ignore targets not on its priority list.

The condition under which the turret will ignore targets not on its priority list.

read_ammo :: RW boolean

true if the turret will send the ammunition or fluid it contains to the circuit network.

true if the turret will send the ammunition or fluid it contains to the circuit network.

valid :: R boolean

Is this object valid? [...]

Is this object valid? [...]

object_name :: R string

The class name of this object. [...]

The class name of this object. [...]

disabled :: R boolean

If the entity is currently disabled because of the control behavior.

If the entity is currently disabled because of the control behavior.

circuit_enable_disable new :: RW boolean

true if this entity enable/disable state is controlled by circuit condition

true if this entity enable/disable state is controlled by circuit condition

circuit_condition :: RW CircuitConditionDefinition

The circuit condition. [...]

The circuit condition. [...]

connect_to_logistic_network changed :: R boolean

true if this should connect to the logistic network.

true if this should connect to the logistic network.

logistic_condition changed :: R CircuitConditionDefinition

The logistic condition. [...]

The logistic condition. [...]

Inherited from LuaControlBehavior
get_circuit_network(wire_connector_id) changedLuaCircuitNetwork?
type :: R defines.control_behavior.type

The concrete type of this control behavior.

The concrete type of this control behavior.

entity :: R LuaEntity

The entity this control behavior belongs to.

The entity this control behavior belongs to.

Attributes

set_priority_list :: Read|Write boolean  

true if the turret's target priority list will be determined from the signals on the circuit network.


set_ignore_unlisted_targets :: Read|Write boolean  

true if the turret will ignore targets not on its priority list if a circuit condition is met.


ignore_unlisted_targets_condition :: Read|Write CircuitConditionDefinition  

The condition under which the turret will ignore targets not on its priority list.


read_ammo :: Read|Write boolean  

true if the turret will send the ammunition or fluid it contains to the circuit network.


valid :: Read boolean  

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.


object_name :: Read string  

The class name of this object. Available even when valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

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